The "Equip Armor" behavior makes the armor piece (actor) wiggle back and forth a few pixels whenever I move my actor, and a moment after the actor stops. Any way to fix this?

And if I want more than one armor slot (separate slots for head, upper body, legs, etc.), do I simply copy the behavior, or would that make complications with the Combat Statistics and stuff?

The jitter issue is fixed in SW 1.1, I think the preview patch has this fixed, if you want it right now.

You can copy the behavior, but you'd have to add the other weapons/armor parameters in the Combat Statistics behavior (for example, get the defense value of the other pieces of equipment to determine the total defense).

Dang it, new problem.. I have several items that kind of overlap, like a vest overlapping pants, but I don't know how to control this, so the pants are overlapping the vest instead Any ideas?

If you have more than one layer in your scenes, you can, after the "create actor" block in the equip behaviors, add a "set layer of last created actor to", and select each of them to a different layer. This should work.

If you have more than one layer in your scenes, you can, after the "create actor" block in the equip behaviors, add a "set layer of last created actor to", and select each of them to a different layer. This should work.

I'll try, thanks. But, as I have four different equip slots (head, face, torso, legs), I'll have to make four layers.. in every single scene? Gotta be an easier way. It's not random, so something gotta decide what overlaps what..

The behavior that executers first will create the actor first, and all the actors created afterwards will overlap it. As far as I know, there's no way to control the orther of execution of the behaviors.

Unless you make one behavior to handle all the actors created based on equipment (so you can set the priority of each slot), the layer thing is the easiest work around.